Showing posts with label Development. Show all posts
Showing posts with label Development. Show all posts

Memorias Ao Mar DevBlog & Release

The Game:

Memórias ao Mar is a story-driven sailing game, where you battle against winds and uses old locating methods.
You'll have to use landmarks in your environment as references to locate and guide yourself to solve what happened to your distant relatives.
 
The game is only available in Brazilian Portuguese, and we have no plans to translate it.

The Story:

After forty years away, Kai returns to his home island, upon arriving, realizes that things are no longer as they used to be. Now, he is forced to investigate to understand what really happened.

Trailer 

Screenshots

 

Where to Find:

itch.io

Devlog:

The game started out as an ocean simulation, I was trying to simulate buoyancy on water, and experimented with moving objects on top of the water surface. Buoyancy force is calculated by the depth that each node is in multiplied by the buoyancy value, that way we can have complex shapes simulating buoyancy defined by their outlines and mass.

 
 
Next, I experimented with adding wind forces, which are basic boxes that apply a force to the object inside it.
 
Next it was time to add waves, I needed to create a custom shader that would offset the plane's vertices by the wave height at that location. Also, the buoyancy mechanic now gets its water height from the OceanManager script that controls both the shader and water height.

Now I wanted to test sailing, for this the craft calculates the velocity to be applied forward by multiplying the base velocity by how perpendicular are the sails to the wind. Don't worry, the current wind implementation is much more involved and actually calculates drift and drag, so you also need to keep in mind the angle of approach.

 Switching between boat-land movement when approaching a dock.


I won't bore you with every detail, but this is the basics of the game and if you'd like to learn more about it go download and play it on itch.io, or message me via email or any other means you'd like.

M3-ch4 Pilot Released!


What Is M3-ch4 Pilot?

Mecha Pilot is a "Simulation" of radar visualization and remote drone operations. We aimed to achieve an experience of remote controlling a robot that can only see radar. The control scheme was made bureaucratic to crate a feeling of  importance and meaning behind every decision.

The Story:

A soldier receives piloting orders for a new model of recon mecha, the Helios Mk3. As he gets used to the robot's complex commands and experiences the tensions of exploring an unknown planet surrounded by dangers, he must unquestionably put the mission above all else and eliminate threats to secure his place in the military division.

With each mission completed, the soldier's questions about the motivation that surround him increase. By strengthening the bonds between pilot and machine, he gradually realizes that such orders are not what they seem and that, inevitably, the same monsters he eliminates on the battlefield will pursue him in a subconscious judgment of his actions.

Gameplay:


You go arround maps searching for valuable items colored orange on the radar.
Once you have enough you can extract.

General Stuff

Mecha is represented by a triangle;
Mecha with 5 health points → it would not be necessary to work with damage;
Obstacles → Tree (two diagonal squares), Stone (one static square) Destroyed Mecha (striped triangle);
Terrain → Mountains and Rock Walls + River (map limits);
Set Levels → no random factor;

Almost every action needs a state changed so you'll be changing between the left and right side adjusting things to get the robot to do something.

The health bar is a Chicken-O-Meter, it represents wich part of your mech is damaged, this doesnt affect your capabilities, it only serves as a visual indication of your hit points.

Where can I play it?

Right Here:


BRAWN 0.8.4

BRAWN 0.8.4

Finaly a "full" game, there's a start and end, animations feel nice, will probably revamp the terrain textures, but the important thing is that it somewhat works fine.

Movement with controller is satisfying, sfx aren't too annoying, and the music is nice, mybe I'll add more later, but for now my focus is on polishing the game as much as possible.

Heres a link to the Itch.io page:

BRAWN

Here are some Screenshots:







Brawn goes to Unity

 Brawn Updates page

Unity BABY!


Brawn is on unity and it runs better than ever with wayy better collision and trigger detection, still some bugs to iron out but i have hope that this will become a good game someday.

Added:

  • Menu and config
  • New tiles and sprites
  • Bloom effect (might tone it down a little)
  • Rocks (IKO)
  • Walls that bounce you when hit
  • Smooth terrain digging
  • Objectives
There has been some problems with the tilemap collider and composite collider that made some interactions really sucky, but I've managed to tone them down just enough to get a playable and "golden" experience.

More Updates to come in the next weeks.




Undead Valley gamedev

 Undead Valley project

This is a small game made in 2,5 months of development, most of wich was just me trying to figure out how to code and use construct as a main game engine. I'm happy with what i've made and will probably consider updating the game with more content, but as it is I am full of uni work and I am working on a new game that will eat most of this semester's free time.

Next is an overview of the game so far.

Early game art and hud concepts, only 1 enemy. Enemy deaths and damage particles were added much later

Achievements were added in the late stages of gamedev as a way to add new challenge and objectives to a short game, also you can see the new tile art

Character movement was based on his legs moving independently, his torso acted as a turret to spin around and direct atacks. Buildings ceilings fade out when inside them, obscuring their layout when outside.

A tutorial level to teach the player the mechanics, also here you can see some physics interactions with the thrown object
Crates could be broken to get items from inside them
Stealth mechanics were implemented late in development, they work in conjunction with the zombies ai pathfinding. Zombies have a maximum range and will try to predict player positions when out of sight, this works sometimes but most of the time they just move to your last spotted location. Bushes can hide you from zombies, but they still can attack you when in contact

The player has different animations depending on what he is holding


The players stamina bar is represented as a plastic bottle holding water. It can be refilled at water fountains

Red Buttons activate lights on the end gate, all four lights needs to be active to end the level. Blue Buttons open doors in the level. Buttons can be interacted with the player or other physichs objects being thrown

There was four maps to be added:
  1. Tutorial
  2. Power Plant
  3. Long Road
  4. Big City
Unfortulately due to time constraints and IRL stuff I've only done the first two.
here are their layouts and design, the last two are just concepts and were never further developed.

Brawn (Brown) game InfDev

Big Dig (prototype)

Started work on a new game concept where you can only move inside terrain, coding is challenging since most game engines have tools made to interact outside an object, making interactions for when inside is proving to be hard. I've since made a prototype in construct since its easy to implement, also working on switching to unity to get things looking more polished, and to have more freedom in parts of the interactions.

What has been made:
  • Player can move in/out of terrain.
  • Player follows mouse and obeys gravity and inertia.
  • Player can connect "jumps" from one terrain to another.
The prototype seems fun, but i still have to tweak some things when it comes to make levels, and fix a few bugs. Hopefully porting to unity will solve most of my issues.

Next is footage from my prototype.


Memorias Ao Mar DevBlog & Release

The Game: Memórias ao Mar is a story-driven sailing game, where you battle against winds and uses old locating methods. You'll have to u...